Is there an easy way to create some variance in my procedural texture among objects using the same material?
You can use the Random output of the Object Info node to translate the Texture Coordinates as shown :

Without translation (note how they all have the same pattern) :


With object randomized translation along the Z axis :
 

Adjust the Multiply node to vary the distribution of the randomness over the texture space (larger values will select more distant sections of the texture space).

You could similarly use the Random value to vary other aspects of each object's texture/properties.